ActionScript 2.0 :: Set The Parent Mc Of The Duplicated Mc?
Mar 20, 2007
the "app" allows you to drag various movieclips onto a mc. On release the movieclip is duplicated.The question is: how can I set the parent mc of the duplicated mc? In this case the movieclip should be attached to "videoArea" SNippet
Code:
if(this.hitTest(videoArea)){
var duplicate:MovieClip;[code]....
[code]All clips are squared.Ok, on the PlayerPlane, there are little soldiers, which have hotkeys. The effect I'm trying to create is I want to position the GameStage so that the currently selected soldier appears in the center of the GameClicker clip.The GameStage is movable by the player (to scan other areas of the map)by holding the CTRL key, so it's easy to kinda lose track of where your players are.I have tried using localTo Global and globalToLocal techniques, but I think I'm lost on the actual math of getting the GameStage to move the correct distance so that the selected soldier is centered to the GameClicker.[code]
I got a "preloader" that creates an movieclip and loads an SWF. Now in the loaded SWF i want a close button to go back to the "preloader". The preloader isn't an actuall preloader but some sort of mainclip.Now i tried this:removeChild(MovieClip(e.currentTarget).parent.pare nt.parent)But i get error:ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.at flash.display::DisplayObjectContainer/removeChild()at MethodInfo-6()
I'm currently making a platform game and when the player shoots i want to add the bullets to the stage. The players gun class is in charge of adding bullets. The "players gun" is a child of "players gun holder" which is a child of "player" which is a child of the stage. is there a better or more dynamic way for the "players gun" to add bullets to the stage rather than using parent.parent.parent.addChild (bullet);
if I add a clip to the stage as a child and remove the parent and set the parent equal to null, does the child get collected and removed from memory? What if the child has an image loaded into it as its child?
In my application I'm loading a series of png images as overlays that can be tinted for customizing in this app. When I trace my memory, the basic app idles at 64,000 k. The exact second I load those overlay images it goes up to 205,000k. If I remove those clips and "clear" the stage I should go back down to 64,000 k if everything is removed and collected correctly, right? It's not, it's hanging at 215,000 k. Are my images being cached and that is the reason for the memory staying up? If so, how do I prevent that. Or upon removing the parent of the image how can I un-cache the image.
If a user switches between models and loads several different items then the application actually crashes the Flash environment because of too much memory usage. It also does the same to browsers.
I am trying to access a function that is on my document class for my AS3 project, from a nested class. That is, the Document Class calls Class A which then calls Class B. So I am trying to access a function from Class B, I am trying to use MovieClip(parent).function(); but I am getting error 1120. The MovieClip(parent) (fixed to reflect my document class, etc) works when I try it from other classes but not from this nested class.
Simple drag and drop application where mc is dragged out of one parent mc and dropped into another parent mc.All works OK until I added 2 text boxes to the mc's -- one is a non-selectable dynamic text box (a label) which is set by the code, the other is selectable input text that the user can amend.
Finger cursor disappears when user hovers over the section of the mc that contains the text fields (even non-selectable text??) When the user trys to drag the mc by inadvertantly click-dragging anywhere within both text areas it causes this error: TypeError: Error #1034: Type Coercion failed: cannot convert flash.text::TextField@2374a381 to flash.display. MovieClip (same error appears for both text boxes)
The input text box may confuse the user - how do they sometimes click to drag and sometimes click to amend? I need to create an overlay area within the mc that is click-detected for the drag? Here's the relevant bits of code:
var itemArray:Array = [ {iname:"police",ititle:"POLICE OFFICER"}, {iname:"insurance_assessor",ititle:"INSURANCE ASSESSOR"},[code].............
I have a parent swf which loads many child swfs (though only one is displayed at a time). My intention was to use the loaded SWFs document class to retrieve an array of objects to be assigned a tab index, combine this with the parent's own array of objects and apply sequential tab indices to them all. But what happens is actually that the parent's objects are assigned an index, but the external swf is unaffected. In fact, the external swf retains its automatic tab indexing, when I would expect that having set a value for InteractiveObject.tabIndex, automatic tab indexing would be disabled.
I've seen similar tales elsewhere. Most posts I've read are wanting to load an external swf, give it focus and loop through those objects, then close the swf and return to looping through the parent. However I would like loop through all objects as one. including manipulating the focus manager(s), and basically fiddling with every tab-related property I know.
I've struggled with this for a long time and have thrown in the towel. How the heck do you climb the ladder, then go back down again into another clip?
yourbutton.addEventListener(MouseEvent.CLICK,f); function f(e:Event):void{ Loader(this.parent).load(new URLRequest("newswf.swf")); }
which was suggested to me in a different post to target the parent loader class, however i now no longer can reference my preloader in the parent swf (extract from the parent swf):
trying to on mouse over set the parent of the moused over text field to the highest depth child of its parent i tried both of these: [code] private function
I cannot use the following in my ActionScript due to conflicts with the host application:
_level0 _root _parent references
On a pop-up box I have a close button with an absolute reference: closeBtn.onRelease = function{ unloadMovie("_level0.Page_1.holderBox");} Is there another way to make this work without using _level0 or _parent? I've read that it is possible to use a global variable on the main timeline and ref that, but cannot get that to work.
I am trying to make a calculator where a user can select from a list of items. If a user clicks say "ITEM1", it should add the item to a "CONTAINER_MC". The problem i have is all my data is set inside an array containing names and prices like the code below.
Here is a working script to drag drop a ball from the stage into another target mc:
ball.addEventListener(MouseEvent.MOUSE_DOWN, pickUp); stage.addEventListener(MouseEvent.MOUSE_UP, dropIt); function pickUp(event:MouseEvent):void{ [code]...
It works well but I'm new to AS3 and I am having difficulty amending this script to drag the ball out of a parent mc (instead of the stage) and onto another mc (the target mc). To explain: imagine a ball, a box, a tri, + more shapes all within a scrolling mc (initial parent), the user scrolls to select a shape, then drag-drops onto a target mc on the stage.The scrolling is no problem, but how would you amend the script above so that the ball can start inside a parent mc rather than on the stage itself?
I want to place an object either directly on stage or in some other movieClip but I need to read parent height to align it properly from the bottom.I thought I could use this and it will work for both the stage and the movieClip and I could get away with one line of code:
but this doesnt work for stage, I need to use this:
Code: trace(parent.stageHeight);
which is the same as this: so obviusly I need to ask first whether the parent is the stage, so I can find the height...So what is parent.height actually outputting?
I got a Parent Sprite, let's name it SpriteP, which holds inside it two other Sprites. Sprite1 and Sprite2.[code]Sprite2 is a rectangle. When I rotate it, of course, the height of its parent, SpriteP, GROWS. But I would expect that height to go back to what it should be when I'm removing Sprite2!And it does! If I remove Sprite2 while NOT being rotated, the height of the parent drops back to normal, 200.
i am slightly confused about the parent and child relationship. lets assume we have several different instances, what would be difference of adding them all as children of the stage and creating a parent-child hierarchy between them(other than the access path).
I got a Parent Sprite, let's name it SpriteP, which holds inside it two other Sprites. Sprite1 and Sprite2.
When Sprite2 is NOT rotated:
Code: trace(SpriteP.width + ' ' + SpriteP.height); //100 250. SpriteP.removeChild(Sprite2) trace(SpriteP.width + ' ' + SpriteP.height); //100 200. -> works, 200 is good. When Sprite2 is rotated at 90:
[Code].....
And it does! If I remove Sprite2 while NOT being rotated, the height of the parent drops back to normal, 200. But if I rotate Sprite2, the Parent won't update its bounds.
the boxes are being added to the ready queue. what i want is that as soon as the box reaches to the right most position, i want a motion guide to follow, that is that the box should then enter into the CPU box and stay there for a specific point in time. this time will be determined by the burst time input.i only want the motion guide to happen to 1 box at a time when it reaches the right most position alont the queue.how will i be able to do this
I want two duplicated clips to do a hittest on each other. Anasteroid and a laser. I can use this. on one of the objects but howdo I pick up the name of the other object - it could be anything from
Is there a way to link duplicated movieclips to the library? Because I need to attach these duplicated mc's to an other mc. So my problem is that I don't have a linkage identifier?
I am attaching my .fla so you can take a look. The code is a bit long, but I marked the setMask code line with dashes (it's right on top). I marked out the setMask line so you can see how it looks like, because when I do mask, you can see any of the MCs that are being masked.
I search my problem in this forum prior to writing this. I got a thread that explains exactly what I needed to know; however, it doesn't work for me...I am trying to mask a duplicated mc.I am attaching my .fla so you can take a look. The code is a bit long, but I marked the setMask code line with dashes (it's right on top).I marked out the setMask line so you can see how it looks like, because when I do mask, you can see any of the MCs that are being masked.
I have tried using counters but didn't work.What i'm trying to accomplish here is to remove var b when a user choose another item on myComboBox subsequently, so that the selection before will not appear on stage...
Error received: TypeError: Error #2007: Parameter child must be non-null. at flash.display:isplayObjectContainer/removeChild() at main_fla::MainTimeline/changeHandler()
I am trying to get some actions on a duplicated MovieClip Now what I got is something like this:
Actionscript Code: I have some loop wrapped around this so the 'i' changes.duplicateMovieClip("target", "new"+i, 100+i);// I use 'i' because i need a few of those...for(i=0;i<somenumber;i++){_root["new"+i].onEnterFrame = function(){//actions}}
And it won't work. Logically it just makes MCs "new1" "new2" "new3" and so on.And then it checks for those.If i put a MC named "new3" on stage, it works. I guess i'm just stupid and doing the duplication wrong or something.
I'm getting frustrated with a project I'm working on. The problem I'm having now is trying to make a breadcrumbing list that is masked within an area like below.
Each breadcrumb is a duplicated movieclip that adds new text and resizes to fit the text as needed then moved over so that it is spaced evenly. All is well until the next duplicate which is beyond the mask area. When a duplicate is found to be beyond the right edge of the mask area, everything moves to the left so that the new duplicate will fit in its entirety. The whole thing blows up and releases all of the previous movieclips from the mask layer like below. I am using CS3 Actionscript 3 Publishing to Player 9.
I am an newbie trying to take an existing Flash game and modifying it for my own selfish goals. I am duplicating symbols and trying to preserve all of their actions so that I can then swap them out for my own symbols. When I swap, actions are preserved, but I have run out of symbols to swap, so now I am trying to duplicate the remaining symbol so I have more to swap with, but when I duplicate the actions are lost. I have adjusted the actions code to accommodate more symbols ( or at least I think I have)
I have attached a duplicate movie script action on a button to create a new copy of the clip (F900) with each press. This seems to work well; however, I can not, for the life of me, figure out how to create the script to remove the duplicated movie clipHere is the script I am using for the duplication and I did also attach the fla file:on (release) { _root.F900.duplicateMovieClip ("F900_"+"x", x ); setProperty ("F900_"+"x", _x, 300);setProperty ("F900_"+"x", _y, 200); x++;}Once I figure this out I would like to add different aircraft to it but that is not terribly important right now.
I have the same f() in frame 1 and frame 2, and when I play the movie again, it says f() dupliicated.How can change it in the second frame, not to be the same. Here is the f()
function onEnterFrame(event:Event):void{ domystuff; }